Im using the "Example Vehicles" scripts as groundwork for my physics but whenever I try to use the smoke-effects i get a serious performance drop. I go from 100fps to about 25-30! Heres the code involved Code (csharp): // This is in FixedUpdate for(w in wheels) { //rotate wheel w.rotation += wheelRPM / 60.0 * 360.0* Time.fixedDeltaTime; w.rotation = Mathf.Repeat(w.rotation, 360.0); w.graphic.localRotation= Quaternion.Euler( w.rotation, w.maxSteerAngle*steer, 0.0 ) * w.originalRotation; //check if wheel is on ground if(w.coll.isGrounded) onGround=true; var hit : WheelHit; var c : WheelCollider; c = w.coll; if(c.GetGroundHit(hit)) { //if the wheel touches the ground, adjust graphical wheel position to reflect springs w.graphic.localPosition.y-=Vector3.Dot(w.graphic.position-hit.point,transform.up)-w.coll.radius; //create dust on ground if appropiate if(rigidbody.velocity.x > 5) { groundDustEffect.position=hit.point; groundDustEffect.particleEmitter.worldVelocity=rigidbody.velocity*0.5; groundDustEffect.particleEmitter.minEmission=1; groundDustEffect.particleEmitter.maxEmission=1.5; groundDustEffect.particleEmitter.Emit(); } } } Anyone have any tips&tricks to save some performance here? Best Regards
Thats the problem... Im using the new iMac 24" with 2.8GHz and 2 Gb memory Just a basic terrain and a car
Are you measuring performance in the editor? Editor caps and quantizes the frame rate, so it's a poor indicator for performance. Try seeing what difference it makes in the standalone player.
Well, I measure it in editor yes... But the game starts to stutter, a lot! So I dont think its just because of the fps counter...
Ok, tried a standalone build and its not much better... Get 280+ fps without smoke and around 40 with the smoke turned on Something is really not right here... Any ideas? Anyone using particleeffects in a cargame who can point me in the right direction??
Ok, here goes http://www.frikkinsoft.eu/Unity/Jeeping.html In the webplayer I could only see the difference when going fullscreen though... Wierd...
just jumping in here - are you using the jeep from the vehicles example? that thing is not realtime friendly - way too many materials polys if i recall - i'd definitly use a different vehicle model if that's the case ; )
Welcome to the underclocked HD2600 XT and its drivers! Unfortunately, multiplicative effects don't seem to be its strong point. Nor anti-aliasing. Or anything except being DX10-compliant, really. I'm just glad I got the 20" iMac so the card doesn't have to fill as many pixels.